这项工作认为有监督的对比度学习语义细分。我们应用对比度学习来增强语义分割网络提取的多尺度特征的判别能力。我们的关键方法论洞察力是利用从模型编码器本身的多个阶段发出的特征空间中的样本,既不需要数据增强,也不需要在线存储库来获取一组不同的样本。为了允许这样的扩展,我们引入了一个高效且有效的抽样过程,可以在多个尺度上对编码器的特征应用对比度损失。此外,通过首先将编码器的多尺度表示形式映射到一个共同的特征空间,我们通过引入跨尺度对比度学习将高分辨率局部特征与低分辨率全球特征联系起来,从而实例化了一种新颖的监督局部全球约束形式。合并,我们的多尺度和跨尺度对比度损失可提高各种模型(DeepLabv3,hrnet,ocrnet,upernet)的性能,以及CNN和Transformer骨架,当对4个不同的数据集进行评估(CityScapes,PascalContext,ADE20K)时,对4个不同的数据集进行了评估。外科(CADIS)域。我们的代码可在https://github.com/rvimla​​b/ms_cs_contrseg上找到。来自天然(CityScapes,PascalContext,ADE20K)的数据集,也是外科手术(CADIS)域。
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在水下活动期间获得的图像遭受了水的环境特性,例如浊度和衰减。这些现象会导致颜色失真,模糊和对比度减少。另外,不规则的环境光分布会导致色道不平衡和具有高强度像素的区域。最近的作品与水下图像增强有关,并基于深度学习方法,解决了缺乏生成合成基地真相的配对数据集。在本文中,我们提出了一种基于深度学习的水下图像增强的自我监督学习方法,不需要配对的数据集。提出的方法估计了水下图像中存在的降解。此外,自动编码器重建此图像,并使用估计的降解信息降解其输出图像。因此,该策略在训练阶段的损失函数中用降级版本代替了输出图像。此过程\ textIt {Misleads}学会补偿其他降解的神经网络。结果,重建的图像是输入图像的增强版本。此外,该算法还提出了一个注意模块,以减少通过颜色通道不平衡和异常区域在增强图像中产生的高强度区域。此外,提出的方法不需要基本真实。此外,仅使用真实的水下图像来训练神经网络,结果表明该方法在颜色保存,颜色铸造降低和对比度改进方面的有效性。
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通常,基于生物谱系的控制系统可能不依赖于各个预期行为或合作适当运行。相反,这种系统应该了解未经授权的访问尝试的恶意程序。文献中提供的一些作品建议通过步态识别方法来解决问题。这些方法旨在通过内在的可察觉功能来识别人类,尽管穿着衣服或配件。虽然该问题表示相对长时间的挑战,但是为处理问题的大多数技术存在与特征提取和低分类率相关的几个缺点,以及其他问题。然而,最近的深度学习方法是一种强大的一组工具,可以处理几乎任何图像和计算机视觉相关问题,为步态识别提供最重要的结果。因此,这项工作提供了通过步态认可的关于生物识别检测的最近作品的调查汇编,重点是深入学习方法,强调他们的益处,暴露出弱点。此外,它还呈现用于解决相关约束的数据集,方法和体系结构的分类和表征描述。
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Designing experiments often requires balancing between learning about the true treatment effects and earning from allocating more samples to the superior treatment. While optimal algorithms for the Multi-Armed Bandit Problem (MABP) provide allocation policies that optimally balance learning and earning, they tend to be computationally expensive. The Gittins Index (GI) is a solution to the MABP that can simultaneously attain optimality and computationally efficiency goals, and it has been recently used in experiments with Bernoulli and Gaussian rewards. For the first time, we present a modification of the GI rule that can be used in experiments with exponentially-distributed rewards. We report its performance in simulated 2- armed and 3-armed experiments. Compared to traditional non-adaptive designs, our novel GI modified design shows operating characteristics comparable in learning (e.g. statistical power) but substantially better in earning (e.g. direct benefits). This illustrates the potential that designs using a GI approach to allocate participants have to improve participant benefits, increase efficiencies, and reduce experimental costs in adaptive multi-armed experiments with exponential rewards.
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Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
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There is a dramatic shortage of skilled labor for modern vineyards. The Vinum project is developing a mobile robotic solution to autonomously navigate through vineyards for winter grapevine pruning. This necessitates an autonomous navigation stack for the robot pruning a vineyard. The Vinum project is using the quadruped robot HyQReal. This paper introduces an architecture for a quadruped robot to autonomously move through a vineyard by identifying and approaching grapevines for pruning. The higher level control is a state machine switching between searching for destination positions, autonomously navigating towards those locations, and stopping for the robot to complete a task. The destination points are determined by identifying grapevine trunks using instance segmentation from a Mask Region-Based Convolutional Neural Network (Mask-RCNN). These detections are sent through a filter to avoid redundancy and remove noisy detections. The combination of these features is the basis for the proposed architecture.
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Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.
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When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
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and widely used information measurement metric, particularly popularized for SSVEP- based Brain-Computer (BCI) interfaces. By combining speed and accuracy into a single-valued parameter, this metric aids in the evaluation and comparison of various target identification algorithms across different BCI communities. To accurately depict performance and inspire an end-to-end design for futuristic BCI designs, a more thorough examination and definition of ITR is therefore required. We model the symbiotic communication medium, hosted by the retinogeniculate visual pathway, as a discrete memoryless channel and use the modified capacity expressions to redefine the ITR. We use graph theory to characterize the relationship between the asymmetry of the transition statistics and the ITR gain with the new definition, leading to potential bounds on data rate performance. On two well-known SSVEP datasets, we compared two cutting-edge target identification methods. Results indicate that the induced DM channel asymmetry has a greater impact on the actual perceived ITR than the change in input distribution. Moreover, it is demonstrated that the ITR gain under the new definition is inversely correlated with the asymmetry in the channel transition statistics. Individual input customizations are further shown to yield perceived ITR performance improvements. An algorithm is proposed to find the capacity of binary classification and further discussions are given to extend such results to ensemble techniques.We anticipate that the results of our study will contribute to the characterization of the highly dynamic BCI channel capacities, performance thresholds, and improved BCI stimulus designs for a tighter symbiosis between the human brain and computer systems while enhancing the efficiency of the underlying communication resources.
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A step-search sequential quadratic programming method is proposed for solving nonlinear equality constrained stochastic optimization problems. It is assumed that constraint function values and derivatives are available, but only stochastic approximations of the objective function and its associated derivatives can be computed via inexact probabilistic zeroth- and first-order oracles. Under reasonable assumptions, a high-probability bound on the iteration complexity of the algorithm to approximate first-order stationarity is derived. Numerical results on standard nonlinear optimization test problems illustrate the advantages and limitations of our proposed method.
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